Mercurial > sdl-ios-xcode
diff XCodeiPhoneOS/Demos/src/fireworks.c @ 2417:ac26bd83db1f gsoc2008_iphone
Cleaned up code, added comments, added randomized colors, added check for extension GL_POINT_SIZE_ARRAY_OES, which not all OpenGL ES systems have.
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
---|---|
date | Wed, 13 Aug 2008 23:10:51 +0000 |
parents | 36bcf13ccb48 |
children |
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--- a/XCodeiPhoneOS/Demos/src/fireworks.c Wed Aug 13 20:56:21 2008 +0000 +++ b/XCodeiPhoneOS/Demos/src/fireworks.c Wed Aug 13 23:10:51 2008 +0000 @@ -5,135 +5,100 @@ */ #include "SDL.h" -#include "math.h" +#include "SDL_opengles.h" #include "common.h" #include <math.h> #include <time.h> -#include <OpenGLES/ES1/gl.h> #define MILLESECONDS_PER_FRAME 16 /* about 60 frames per second */ -#define ACCEL 0.0001f -#define WIND_RESISTANCE 0.00005f -#define MAX_PARTICLES 2000 -#define VEL_BEFORE_EXPLODE 0.0f +#define ACCEL 0.0001f /* acceleration due to gravity, units in pixels per millesecond squared */ +#define WIND_RESISTANCE 0.00005f /* acceleration per unit velocity due to wind resistance */ +#define MAX_PARTICLES 2000 /* maximum number of particles displayed at once */ -SDL_TextureID flashTextureID; - - +static GLuint particleTextureID; /* OpenGL particle texture id */ +static SDL_bool pointSizeExtensionSupported; /* is GL_OES_point_size_array supported ? */ +/* + used to describe what type of particle a given struct particle is. + emitter - this particle flies up, shooting off trail particles, then finally explodes into dust particles. + trail - shoots off, following emitter particle + dust - radiates outwards from emitter explosion +*/ enum particleType { emitter = 0, trail, dust }; +/* + struct particle is used to describe each particle displayed on screen +*/ +struct particle { + GLfloat x; /* x position of particle */ + GLfloat y; /* y position of particle */ + GLubyte color[4]; /* rgba color of particle */ + GLfloat size; /* size of particle in pixels */ + GLfloat xvel; /* x velocity of particle in pixels per milesecond */ + GLfloat yvel; /* y velocity of particle in pixels per millescond */ + int isActive; /* if not active, then particle is overwritten */ + enum particleType type; /* see enum particleType */ +} particles[MAX_PARTICLES]; /* this array holds all our particles */ -struct glformat { - int SDL_GL_RED_SIZE; - int SDL_GL_GREEN_SIZE; - int SDL_GL_BLUE_SIZE; - int SDL_GL_ALPHA_SIZE; - int SDL_GL_BUFFER_SIZE; - int SDL_GL_DOUBLEBUFFER; - int SDL_GL_DEPTH_SIZE; - int SDL_GL_STENCIL_SIZE; - int SDL_GL_ACCUM_RED_SIZE; - int SDL_GL_ACCUM_GREEN_SIZE; - int SDL_GL_ACCUM_BLUE_SIZE; - int SDL_GL_ACCUM_ALPHA_SIZE; - int SDL_GL_STEREO; - int SDL_GL_MULTISAMPLEBUFFERS; - int SDL_GL_MULTISAMPLESAMPLES; - int SDL_GL_ACCELERATED_VISUAL; - int SDL_GL_RETAINED_BACKING; -}; - -struct particle { - - GLfloat x; - GLfloat y; - GLubyte color[4]; - GLfloat size; - GLfloat xvel; - GLfloat yvel; - int isActive; - enum particleType type; - int framesSinceEmission; -} particles[MAX_PARTICLES]; - -void spawnParticleFromEmitter(struct particle *emitter); -void explodeEmitter(struct particle *emitter); - -static int num_active_particles; +static int num_active_particles; /* how many members of the particle array are actually being drawn / animated? */ -static void getError(const char *prefix) -{ - const char *error; - - GLenum result = glGetError(); - if (result == GL_NO_ERROR) - return; - - switch (result) { - case GL_NO_ERROR: - error = "GL_NO_ERROR"; - break; - case GL_INVALID_ENUM: - error = "GL_INVALID_ENUM"; - break; - case GL_INVALID_VALUE: - error = "GL_INVALID_VALUE"; - break; - case GL_INVALID_OPERATION: - error = "GL_INVALID_OPERATION"; - break; - case GL_STACK_OVERFLOW: - error = "GL_STACK_OVERFLOW"; - break; - case GL_STACK_UNDERFLOW: - error = "GL_STACK_UNDERFLOW"; - break; - case GL_OUT_OF_MEMORY: - error = "GL_OUT_OF_MEMORY"; - break; - default: - error = "UNKNOWN"; - break; - } - printf("%s: %s\n", prefix, error); +/* function declarations */ +void spawnTrailFromEmitter(struct particle *emitter); +void spawnEmitterParticle(GLfloat x, GLfloat y); +void explodeEmitter(struct particle *emitter); +void initializeParticles(void); +void initializeTexture(); +int nextPowerOfTwo(int x); +void drawParticles(); +void stepParticles(void); + +/* helper function (used in texture loading) + returns next power of two greater than or equal to x +*/ +int nextPowerOfTwo(int x) { + int val=1; + while (val < x) { + val *= 2; + } + return val; } - -void render(void) { - - /* draw the background */ - glClear(GL_COLOR_BUFFER_BIT); - +/* + steps each active particle by timestep MILLESECONDS_PER_FRAME +*/ +void stepParticles(void) { + int i; struct particle *slot = particles; struct particle *curr = particles; - int i; for (i=0; i<num_active_particles; i++) { + /* is the particle actually active, or is it marked for deletion? */ if (curr->isActive) { - + /* is the particle off the screen? */ if (curr->y > SCREEN_HEIGHT) curr->isActive = 0; - if (curr->y < 0) curr->isActive = 0; + else if (curr->y < 0) curr->isActive = 0; if (curr->x > SCREEN_WIDTH) curr->isActive = 0; - if (curr->x < 0) curr->isActive = 0; + else if (curr->x < 0) curr->isActive = 0; + /* step velocity, then step position */ curr->yvel += ACCEL * MILLESECONDS_PER_FRAME; curr->xvel += 0.0f; curr->y += curr->yvel * MILLESECONDS_PER_FRAME; curr->x += curr->xvel * MILLESECONDS_PER_FRAME; + /* particle behavior */ if (curr->type == emitter) { - spawnParticleFromEmitter(curr); - curr->framesSinceEmission = 0; - if (curr->yvel > -VEL_BEFORE_EXPLODE) { + /* if we're an emitter, spawn a trail */ + spawnTrailFromEmitter(curr); + /* if we've reached our peak, explode */ + if (curr->yvel > 0.0) { explodeEmitter(curr); } - curr->framesSinceEmission++; } else { - float speed = sqrt(curr->xvel*curr->xvel + curr->yvel*curr->yvel); - + /* if wind resistance is not powerful enough to stop us completely, + then apply winde resistance, otherwise just stop us completely */ if (WIND_RESISTANCE * MILLESECONDS_PER_FRAME < speed) { float normx = curr->xvel / speed; float normy = curr->yvel / speed; @@ -141,260 +106,285 @@ curr->yvel -= normy * WIND_RESISTANCE * MILLESECONDS_PER_FRAME; } else { - curr->xvel = 0; - curr->yvel = 0; + curr->xvel = curr->yvel = 0; /* stop particle */ } - if (curr->color[3] <= MILLESECONDS_PER_FRAME * 0.0005f * 255) { + if (curr->color[3] <= MILLESECONDS_PER_FRAME * 0.1275f) { + /* if this next step will cause us to fade out completely + then just mark for deletion */ curr->isActive = 0; - } else { - curr->color[3] -= MILLESECONDS_PER_FRAME * 0.0005f * 255; + /* otherwise, let's fade a bit more */ + curr->color[3] -= MILLESECONDS_PER_FRAME * 0.1275f; } + /* if we're a dust particle, shrink our size */ if (curr->type == dust) curr->size -= MILLESECONDS_PER_FRAME * 0.010f; } - *(slot++) = *curr; - } + /* if we're still active, pack ourselves in the array next + to the last active guy (pack the array tightly) */ + if (curr->isActive) + *(slot++) = *curr; + } /* endif (curr->isActive) */ curr++; } + /* the number of active particles is computed as the difference between + old number of active particles, where slot points, and the + new size of the array, where particles points */ num_active_particles = slot - particles; +} +/* + This draws all the particles shown on screen +*/ +void drawParticles() { - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1); - - glEnableClientState(GL_VERTEX_ARRAY); - glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles + 0); - getError("vertices"); + /* draw the background */ + glClear(GL_COLOR_BUFFER_BIT); - glEnableClientState(GL_COLOR_ARRAY); + /* set up the position and color pointers */ + glVertexPointer(2, GL_FLOAT, sizeof(struct particle), particles); glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(struct particle), particles[0].color); - getError("colors"); - - glEnableClientState(GL_POINT_SIZE_ARRAY_OES); - getError("enable client state"); - glPointSizePointerOES(GL_FLOAT, sizeof(struct particle), &(particles[0].size)); - getError("point size"); - - glEnable(GL_POINT_SPRITE_OES); + + if (pointSizeExtensionSupported) { + /* pass in our array of point sizes */ + glPointSizePointerOES(GL_FLOAT, sizeof(struct particle), &(particles[0].size)); + } + + /* draw our particles! */ glDrawArrays(GL_POINTS, 0, num_active_particles); - getError("glDrawArrays"); - - + /* update screen */ - SDL_RenderPresent(); + SDL_RenderPresent(); } - -void printOpenGLAttributes(struct glformat *format) { - printf("\tSDL_GL_RED_SIZE = %d\n", format->SDL_GL_RED_SIZE); - printf("\tSDL_GL_GREEN_SIZE = %d\n", format->SDL_GL_GREEN_SIZE); - printf("\tSDL_GL_BLUE_SIZE = %d\n", format->SDL_GL_BLUE_SIZE); - printf("\tSDL_GL_ALPHA_SIZE = %d\n", format->SDL_GL_ALPHA_SIZE); - printf("\tSDL_GL_BUFFER_SIZE = %d\n", format->SDL_GL_BUFFER_SIZE); - printf("\tSDL_GL_DOUBLEBUFFER = %d\n", format->SDL_GL_DOUBLEBUFFER); - printf("\tSDL_GL_DEPTH_SIZE = %d\n", format->SDL_GL_DEPTH_SIZE); - printf("\tSDL_GL_STENCIL_SIZE = %d\n", format->SDL_GL_STENCIL_SIZE); - printf("\tSDL_GL_ACCUM_RED_SIZE = %d\n", format->SDL_GL_ACCUM_RED_SIZE); - printf("\tSDL_GL_ACCUM_GREEN_SIZE = %d\n", format->SDL_GL_ACCUM_GREEN_SIZE); - printf("\tSDL_GL_ACCUM_BLUE_SIZE = %d\n", format->SDL_GL_ACCUM_BLUE_SIZE); - printf("\tSDL_GL_ACCUM_ALPHA_SIZE = %d\n", format->SDL_GL_ACCUM_ALPHA_SIZE); - printf("\tSDL_GL_STEREO = %d\n", format->SDL_GL_STEREO); - printf("\tSDL_GL_MULTISAMPLEBUFFERS = %d\n", format->SDL_GL_MULTISAMPLEBUFFERS); - printf("\tSDL_GL_MULTISAMPLESAMPLES = %d\n", format->SDL_GL_MULTISAMPLESAMPLES); - printf("\tSDL_GL_ACCELERATED_VISUAL = %d\n", format->SDL_GL_ACCELERATED_VISUAL); - printf("\tSDL_GL_RETAINED_BACKING = %d\n", format->SDL_GL_RETAINED_BACKING); -} - -void setOpenGLAttributes(struct glformat *format) { - SDL_GL_SetAttribute(SDL_GL_RED_SIZE, format->SDL_GL_RED_SIZE); - SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, format->SDL_GL_GREEN_SIZE); - SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, format->SDL_GL_BLUE_SIZE); - SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, format->SDL_GL_ALPHA_SIZE); - SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE, format->SDL_GL_BUFFER_SIZE); - SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, format->SDL_GL_DOUBLEBUFFER); - SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, format->SDL_GL_DEPTH_SIZE); - SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, format->SDL_GL_STENCIL_SIZE); - SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE, format->SDL_GL_ACCUM_RED_SIZE); - SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE, format->SDL_GL_ACCUM_GREEN_SIZE); - SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE, format->SDL_GL_ACCUM_BLUE_SIZE); - SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, format->SDL_GL_ACCUM_ALPHA_SIZE); - SDL_GL_SetAttribute(SDL_GL_STEREO, format->SDL_GL_STEREO); - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, format->SDL_GL_MULTISAMPLEBUFFERS); - SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, format->SDL_GL_MULTISAMPLESAMPLES); - SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, format->SDL_GL_ACCELERATED_VISUAL); - SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, format->SDL_GL_RETAINED_BACKING); -} - -void getOpenGLAttributes(struct glformat *format) { - - SDL_GL_GetAttribute(SDL_GL_RED_SIZE, &(format->SDL_GL_RED_SIZE)); - SDL_GL_GetAttribute(SDL_GL_GREEN_SIZE, &(format->SDL_GL_GREEN_SIZE)); - SDL_GL_GetAttribute(SDL_GL_BLUE_SIZE, &(format->SDL_GL_BLUE_SIZE)); - SDL_GL_GetAttribute(SDL_GL_ALPHA_SIZE, &(format->SDL_GL_ALPHA_SIZE)); - SDL_GL_GetAttribute(SDL_GL_BUFFER_SIZE, &(format->SDL_GL_BUFFER_SIZE)); - SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &(format->SDL_GL_DOUBLEBUFFER)); - SDL_GL_GetAttribute(SDL_GL_DEPTH_SIZE, &(format->SDL_GL_DEPTH_SIZE)); - SDL_GL_GetAttribute(SDL_GL_STENCIL_SIZE, &(format->SDL_GL_STENCIL_SIZE)); - SDL_GL_GetAttribute(SDL_GL_ACCUM_RED_SIZE, &(format->SDL_GL_ACCUM_RED_SIZE)); - SDL_GL_GetAttribute(SDL_GL_ACCUM_GREEN_SIZE, &(format->SDL_GL_ACCUM_GREEN_SIZE)); - SDL_GL_GetAttribute(SDL_GL_ACCUM_BLUE_SIZE, &(format->SDL_GL_ACCUM_BLUE_SIZE)); - SDL_GL_GetAttribute(SDL_GL_ACCUM_ALPHA_SIZE, &(format->SDL_GL_ACCUM_ALPHA_SIZE)); - SDL_GL_GetAttribute(SDL_GL_STEREO, &(format->SDL_GL_STEREO)); - SDL_GL_GetAttribute(SDL_GL_MULTISAMPLEBUFFERS, &(format->SDL_GL_MULTISAMPLEBUFFERS)); - SDL_GL_GetAttribute(SDL_GL_MULTISAMPLESAMPLES, &(format->SDL_GL_MULTISAMPLESAMPLES)); - SDL_GL_GetAttribute(SDL_GL_ACCELERATED_VISUAL, &(format->SDL_GL_ACCELERATED_VISUAL)); - SDL_GL_GetAttribute(SDL_GL_RETAINED_BACKING, &(format->SDL_GL_RETAINED_BACKING)); -} - +/* + This causes an emitter to explode in a circular bloom of dust particles +*/ void explodeEmitter(struct particle *emitter) { - + /* first off, we're done with this particle, so turn active off */ emitter->isActive = 0; - int i; for (i=0; i<200; i++) { - if (num_active_particles >= MAX_PARTICLES) return; + if (num_active_particles >= MAX_PARTICLES) + return; + /* come up with a random angle and speed for new particle */ float theta = randomFloat(0, 2.0f * 3.141592); - float max = 3.0f; - float speed = randomFloat(0.00, powf(0.17, max)); - speed = powf(speed, 1.0f / max); + float exponent = 3.0f; + float speed = randomFloat(0.00, powf(0.17, exponent)); + speed = powf(speed, 1.0f / exponent); + /*select the particle at the end of our array */ struct particle *p = &particles[num_active_particles]; + + /* set the particles properties */ p->xvel = speed * cos(theta); p->yvel = speed * sin(theta); p->x = emitter->x + emitter->xvel; p->y = emitter->y + emitter->yvel; p->isActive = 1; p->type = dust; + p->size = 15; + /* inherit emitter's color */ p->color[0] = emitter->color[0]; p->color[1] = emitter->color[1]; p->color[2] = emitter->color[2]; p->color[3] = 255; - - p->size = 15; - + /* our array has expanded at the end */ num_active_particles++; - } } - -void spawnParticleFromEmitter(struct particle *emitter) { +/* + This spawns a trail particle from an emitter +*/ +void spawnTrailFromEmitter(struct particle *emitter) { - if (num_active_particles >= MAX_PARTICLES) return; + if (num_active_particles >= MAX_PARTICLES) + return; + + /* select the particle at the slot at the end of our array */ + struct particle *p = &particles[num_active_particles]; - struct particle *p = &particles[num_active_particles]; + /* set position and velocity to roughly that of the emitter */ p->x = emitter->x + randomFloat(-3.0, 3.0); p->y = emitter->y + emitter->size / 2.0f; p->xvel = emitter->xvel + randomFloat(-0.005, 0.005); p->yvel = emitter->yvel + 0.1; + + /* set the color to a random-ish orangy type color */ p->color[0] = (0.8f + randomFloat(-0.1, 0.0)) * 255; p->color[1] = (0.4f + randomFloat(-0.1, 0.1)) * 255; p->color[2] = (0.0f + randomFloat(0.0, 0.2)) * 255; p->color[3] = (0.7f) * 255; + + /* set other attributes */ p->size = 10; p->type = trail; p->isActive = 1; + + /* our array has expanded at the end */ num_active_particles++; } - -void spawnEmitterParticle(int x, int y) { +/* + spawns a new emitter particle at the bottom of the screen + destined for the point (x,y). +*/ +void spawnEmitterParticle(GLfloat x, GLfloat y) { - if (num_active_particles >= MAX_PARTICLES) return; + if (num_active_particles >= MAX_PARTICLES) + return; + + /* find particle at endpoint of array */ + struct particle *p = &particles[num_active_particles]; - struct particle *p = &particles[num_active_particles]; + /* set the color randomly */ + switch(rand() % 4) { + case 0: + p->color[0] = 255; + p->color[1] = 100; + p->color[2] = 100; + break; + case 1: + p->color[0] = 100; + p->color[1] = 255; + p->color[2] = 100; + break; + case 2: + p->color[0] = 100; + p->color[1] = 100; + p->color[2] = 255; + break; + case 3: + p->color[0] = 255; + p->color[1] = 150; + p->color[2] = 50; + break; + } + p->color[3] = 255; + /* set position to (x, SCREEN_HEIGHT) */ p->x = x; p->y = SCREEN_HEIGHT; + /* set velocity so that terminal point is (x,y) */ p->xvel = 0; - p->yvel = -sqrt(2*ACCEL*(SCREEN_HEIGHT-y) + VEL_BEFORE_EXPLODE * VEL_BEFORE_EXPLODE); - p->color[0] = 1.0 * 255; - p->color[1] = 0.4 * 255; - p->color[2] = 0.4 * 255; - p->color[3] = 1.0f * 255; + p->yvel = -sqrt(2*ACCEL*(SCREEN_HEIGHT-y)); + /* set other attributes */ p->size = 10; p->type = emitter; - p->framesSinceEmission = 0; p->isActive = 1; + /* our array has expanded at the end */ num_active_particles++; } +/* just sets the endpoint of the particle array to element zero */ void initializeParticles(void) { - num_active_particles = 0; - } /* - loads the brush texture + loads the particle texture */ void initializeTexture() { - SDL_Surface *bmp_surface; + + int bpp; /* texture bits per pixel */ + Uint32 Rmask, Gmask, Bmask, Amask; /* masks for pixel format passed into OpenGL */ + SDL_Surface *bmp_surface; /* the bmp is loaded here */ + SDL_Surface *bmp_surface_rgba8888; /* this serves as a destination to convert the BMP + to format passed into OpenGL */ + bmp_surface = SDL_LoadBMP("stroke.bmp"); if (bmp_surface == NULL) { fatalError("could not load stroke.bmp"); } - flashTextureID = SDL_CreateTextureFromSurface(SDL_PIXELFORMAT_ABGR8888, bmp_surface); + + /* Grab info about format that will be passed into OpenGL */ + SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888, &bpp, &Rmask, &Gmask, &Bmask, &Amask); + /* Create surface that will hold pixels passed into OpenGL */ + bmp_surface_rgba8888 = SDL_CreateRGBSurface(0, bmp_surface->w, bmp_surface->h, bpp, Rmask, Gmask, Bmask, Amask); + /* Blit to this surface, effectively converting the format */ + SDL_BlitSurface(bmp_surface, NULL, bmp_surface_rgba8888, NULL); + + glGenTextures(1, &particleTextureID); + glBindTexture(GL_TEXTURE_2D, particleTextureID); + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,\ + nextPowerOfTwo(bmp_surface->w),\ + nextPowerOfTwo(bmp_surface->h),\ + 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + /* this is where we actually pass in the pixel data */ + glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, bmp_surface->w, bmp_surface->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, bmp_surface_rgba8888->pixels); + + /* free bmp surface and converted bmp surface */ SDL_FreeSurface(bmp_surface); - if (flashTextureID == 0) { - fatalError("could not create brush texture"); - } - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE); + SDL_FreeSurface(bmp_surface_rgba8888); + } int main(int argc, char *argv[]) { - SDL_WindowID windowID; /* ID of main window */ - Uint32 startFrame; /* time frame began to process */ - Uint32 endFrame; /* time frame ended processing */ - Uint32 delay; /* time to pause waiting to draw next frame */ - int done; /* should we clean up and exit? */ - - struct glformat requested, obtained; + SDL_WindowID windowID; /* ID of main window */ + Uint32 startFrame; /* time frame began to process */ + Uint32 endFrame; /* time frame ended processing */ + Uint32 delay; /* time to pause waiting to draw next frame */ + int done; /* should we clean up and exit? */ /* initialize SDL */ if (SDL_Init(SDL_INIT_VIDEO) < 0) { fatalError("Could not initialize SDL"); } - + /* seed the random number generator */ srand(time(NULL)); - - SDL_GL_LoadLibrary(NULL); - - SDL_memset(&requested, 0, sizeof(requested)); - requested.SDL_GL_RED_SIZE = 5; - requested.SDL_GL_GREEN_SIZE = 6; - requested.SDL_GL_BLUE_SIZE = 5; - requested.SDL_GL_ALPHA_SIZE = 0; - requested.SDL_GL_DEPTH_SIZE = 0; - requested.SDL_GL_RETAINED_BACKING = 0; - requested.SDL_GL_ACCELERATED_VISUAL = 1; - - setOpenGLAttributes(&requested); - + /* + request some OpenGL parameters + that may speed drawing + */ + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 6); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 0); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 0); + SDL_GL_SetAttribute(SDL_GL_RETAINED_BACKING, 0); + SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1); + /* create main window and renderer */ windowID = SDL_CreateWindow(NULL, 0, 0, SCREEN_WIDTH, SCREEN_HEIGHT,\ SDL_WINDOW_OPENGL|SDL_WINDOW_SHOWN|SDL_WINDOW_BORDERLESS); SDL_CreateRenderer(windowID, 0, 0); - printf("Requested:\n"); - printOpenGLAttributes(&requested); - - printf("obtained:\n"); - getOpenGLAttributes(&obtained); - printOpenGLAttributes(&obtained); - + /* load the particle texture */ initializeTexture(); + /* check if GL_POINT_SIZE_ARRAY_OES is supported + this is used to give each particle its own size + */ + pointSizeExtensionSupported = SDL_GL_ExtensionSupported("GL_OES_point_size_array"); + + /* set up some OpenGL state */ + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE); + glEnableClientState(GL_VERTEX_ARRAY); + glEnableClientState(GL_COLOR_ARRAY); + + glEnable(GL_POINT_SPRITE_OES); + glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, 1); + + if (pointSizeExtensionSupported) { + /* we use this to set the sizes of all the particles */ + glEnableClientState(GL_POINT_SIZE_ARRAY_OES); + } + else { + /* if extension not available then all particles have size 10 */ + glPointSize(10); + } + done = 0; /* enter main loop */ while(!done) { @@ -405,7 +395,6 @@ done = 1; } if (event.type == SDL_MOUSEBUTTONDOWN) { - printf("mouse down\n"); int which = event.button.which; int x, y; SDL_SelectMouse(which); @@ -413,7 +402,8 @@ spawnEmitterParticle(x, y); } } - render(); + stepParticles(); + drawParticles(); endFrame = SDL_GetTicks(); /* figure out how much time we have left, and then sleep */ @@ -424,15 +414,12 @@ if (delay > 0) { SDL_Delay(delay); } - - //SDL_Delay(delay); } /* delete textures */ - + glDeleteTextures(1, &particleTextureID); /* shutdown SDL */ SDL_Quit(); return 0; - } \ No newline at end of file